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https://github.com/AxioDL/PrimeWorldEditor.git
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Added support for depth groups on the renderer
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@@ -133,12 +133,12 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInf
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if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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{
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if (!mpActiveModel)
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
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else
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{
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if (!mpActiveModel->HasTransparency(0))
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
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else
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AddSurfacesToRenderer(pRenderer, mpActiveModel, 0, rkViewInfo);
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}
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@@ -151,7 +151,7 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInf
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// Script nodes always draw their selections regardless of frustum planes
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// in order to ensure that script connection lines don't get improperly culled.
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if (ShouldDraw)
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
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if (mHasVolumePreview && (!mpExtra || mpExtra->ShouldDrawVolume()))
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mpVolumePreviewNode->AddToRenderer(pRenderer, rkViewInfo);
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@@ -193,6 +193,8 @@ void CScriptNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
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// Draw model if possible!
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if (mpActiveModel)
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{
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if (mpActiveModel->IsSkinned()) CGraphics::LoadIdentityBoneTransforms();
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if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor();
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else CGraphics::sPixelBlock.TevColor = CColor::skWhite;
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